﻿// 阴影灯光数据
#ifndef CUSTOM_SHADOWS_INCLUDE
#define CUSTOM_SHADOWS_INCLUDE

#define MAX_SHADOWED_DIRECTIONAL_LIGHT_COUNT 4

TEXTURE2D(_DirectionalShadowAtlas)
SAMPLER(sampler_DirectionalShadowAtlas)

CBUFFER_START(_CustomShadows)
	float4x4 _DirectionalShadowMatrices[MAX_SHADOWED_DIRECTIONAL_LIGHT_COUINT];
CBUFFER_END

#endif